If you are reading this then you might have noticed that I have started to re-invigorate this erstwhile dormant blog, one of the main reasons for this has been my (rather late) discovery of these rules. A set of rules that has managed to achieve that after a seven year lay off is in itself no mean feat given my natural indolence.
Last night is a good micro example of why for me Chain of Command is a great set of rules and lives up to its recent accolade from WI of "Best game of 2017"; for me, that is literally so.
We had a game planned at the CLWS, just a vague pick up game of "medium" CoC, 2 German infantry platoons versus 1 BEF and 1 French infantry Platoon. Nothing special, but even as a simple game it was extremely tense, tough on both sides, and with neither really having any great advantage until the very end.
We plumped for a Delaying Action scenario, with the Allies deploying in a small village protected by a small wooded rise to the south of it, with an open flank to the west and the eastern side protected by walls and hedges
Over I went. British turn.He opened up at close range with a Bren and a couple of rifles, and....I got away with it...He only managed to hit 1 rifleman and inflict a couple of points of shock.
Then my turn: A double 6 plus a 4 and a couple of 3's..perfect! I returned the British fire with some 25 fire dice, got 17 hits, killed 3 or 4 British and inflicted a similar amount of shock, he was wobbly but not quite pinned, I also continued moving my left flank section up to distract the carrier. With my second turn from the double six I fired again...hitting the BEF section with another 25 dice...too much for him- the entire section was wiped out including the corporal. Much better.
A loud bang and and a shout went up from my right flank. The lone surviving rifleman from Will's section had got forward, flanked the Souma and detonated his satchel charge! Things were looking up. I despatched my 4th section round to reinforce the right now that Will was making headway.
Then the British turn, he rolled 3 sixes so the turn ended....my smoke evaporated....Gulp...The bren carrier and a section in the rear house started peppering my left hand section, The Bren carrier continued forward firing.. I took a couple of hits and several shock, I needed to get forward. In my phase the sergeant readied another smoke grenade and promptly rolled double 1! dropping it at his feet and enveloping himself in smoke. Nothing for it, The platoon sergeant ordered forward a rifleman with my only satchel charge, he ran to the Bren carrier, planted the charge and retired to safety. It was even the right figure to do it, he had a gold close assault badge on his little plastic arm! The charge went off and did absolutely nothing, didn't even scratch the carrier.
I pushed forward with the left hand section despite taking fire from the carrier, I didn't really know what to do to be honest, but at that point the game was won on the right, the last French section broke, the German force morale was hanging on by a thread (Will was down to FM 1!)but in the ensuing tests I used a CoC dice or 2 and survived and the British morale gave way. I ended on FM 7
It was a thoroughly enjoyable game, so thanks to Will, Dave and Jerry for a good evening. I don't think I've managed to convey much of the tension that was in this game. The lack of support options for the Germans meant they had to do it the hard way. I don't think it would have been as much fun if the Germans had brought along a Stug or 2. I took 12 casualties but if this had been a campaign my losses wouldn't have been too bad after adjustment.
Thinking about it, if we had been playing a game of say, Spearhead, or Command Decision, this entire game would have been about 3 or 4 die rolls between 4 stands.....
So, it looks like I'm sold on Chain of Command.
(Apologies for the lack of photos for this game, but I was having too much fun to remember to take many)